Flee
All units flee directly away from causing unit/situation. Fleeing unit do not avoid terrains, and even other units. When you run through friend unit and fleeing unit has US 5+ then friend must take panic test. When you run through foe, then fleeing unit must take Dangerous Test. If you stop fleeing at the unit or impossible terrain just put fleeing unit behind disturbed thing in the same direction.

Fly (flee, overrun and pursue)
Flyers always move on the ground when attepmting to flee pursue, overrun - there simply is no time for them to take off properly. Note that they still benefit from their 3D6 distance as they flee overrun and pursue.

Aligning to the Enemy
Once the charging unit contacts the enemy unit, it must perform a second, bonus wheel if required to bring its front facing into flush contact with the facing of the enemy unit that has been charged, maximising the number of models in base contact on both sides. We refer to this as 'closing the door'.

Dangerous Terrain(x)
Some areas of terrain are increadibly treacherous and present very real risk to life and limb. When a model marches, charges, flees, overruns or pursues into or through an area of dangerous terrain, it is called upon to take a Dangerous Terrain test. Number in parentheses and any less score, means that model has suffered a terrible mishap and suffers a wound with no armour saves allowed.

Flyers take Dangerous Terrain Test, only if they land at terrain, not when flying over.

Hills
Block line of sight.
Models on hill see like units with Large Target special rule.

ForestA forest blocks line of sight. An unit inside the forest sees normally though it. In other words, the forest does not block the line of sight of the units that are located within the woodland terrain and outside it. It means that units inside the forest are treated as if they are in the open field, and therefore are seen by the models that are outside the forest.

Models in forest has light cover.

A unit with the majority of its models fighting in a forest can therefore never be steadfast (unless it is Stubborn).

On the other hand, units of Skirmishers (and lone infrantry characters) are always Stubborn if the majority of their models is in a forest.

Obstacle
If a firer is shooting at a model that is behind an obstacle and in base contact with it the target model counts as having a cover.

If you are charged the enemy who is attached to a cover at its frontage, then you have -1 to hit and lose all weapon bonuses for charging.

Cavalry has Dangerous Terrain (1)
Chariots has Dangerous Terrain (4)

Impossible Terrain
Block line of sight.

If a firer is shooting at a model that is majority behind an impossible terrain, the target model counts as having a hard cover.

All fleeing units through the impossible terrain must take Dangerous Terrain (5)

Other unit
Block line of sight.
If your target has majority of models in cover by other unit friend or foe, you have -1 to shooting modifier

All units fleeing through enemy unit has Dangerous Terrain (3)

Close Combat and Shooting phase

Remove Casualties
Casualties are removed from the rear rank, just like models killed by shooting attacks. Models that have stepped up to replace the fallen ones, can fight, provided that their Initative has not passed yet.

Steadfast (only The Horde formation)
If a defeated unit has more ranks than its enemy and is in The Horde formation, it takes a Break test on its unmodified Leadership.

It should be noted that a unit does not lose its steadfast status for being charged from rear or flank by unit with US 5+.

Ranks count for steadfast rule cannot be canceled just like rank bonus for combat result.

Ex. Unit of 32 goblins (8x4 The Horde formation) is fighting with 12 halberdiers (4x3). Halberdiers charged greenskins at rear. They cancel goblins 3 rank bonus and little greenskins lose combat by -7 but they still can use Steadfast rule because they have 4 > 3 ranks... so now they can use unmodified LD for Break test.

Lapping round (p77)
removed

Flank and Rear Charges - Panic (p54)
removed

Supporting Attacks
Warriors in the second rank do not sit idly by whilst their comrades battle away, but muster forward to strike blows of their own. We refer to the attacks made by these models as supporting attacks.

A model can make supporting attack if it is directly behind a friendly model that is itself fighting an enemy in base contact, as shown in the first diagram on the right.

Supporting attacks cannot be made to the side or rear. Nor can they be made by models that are in base contact with enemies - they must fight the more immediate foe!

Of course, a warrior making a supporiting attack is rather more constricted by the press of bodies than one who is face to face with his foe. To represent this, he can only ever make a single Attack, regardless of the number of Attacks on his profile, or any bonus Attacks he might otherwise be entitled to because of special rules or other unusual effects.

Supporting attacks are made againt models in base contact with the front rank model that is being fought 'through'. If the front rank model is in base contact with two or more enemies with different profiles, the attacking player can choose which model to direct the supporting attack against (before dice are rolled).

Monsterous Support
A unit of monsterous models ( single model with US 3+ ) can make as many supporting attacks as are on its profile, up to a maximum of three, rather than the usual one supporting attack.

The Horde
Any unit that is at least 8 models wide is counted as being a horde. Warriors in a horde can make supporting attacks from the third rank, not just from the second!

This represents the crush of bodies driving yet more warriors into striking distance, as well as the back ranks surging forwards to assail the unengaged enemy warriors. If the unit drops below the minimum frontage, it ceases to be a horde and loses the ability to make these extra supporting attacks.

Monsterous Ranks
A rank of monsterous units ( single model with US 3+ ) needs only three models to count for rank bonus, steadfast and so on, and only six model in frontage to be counted as a horde.

Stomp / Thunder Stomp
A model with this special rule can make a Stomp in additional to its other close combat attacks. A Stomp has Always Strike Last special rule, and inflicts 1 automatic hit, at the model's Strenght, on enemy infratry, war beasts* or swarm unit in base contanct with the model. This represents the creature crushing the foe beneath its ponderous feet, or knocking their broken bodies aside with one sweep of its mighty tail (probably while it's roaring in a most intimidating fashion).

Thunderstomp
A Thunderstomp makes D6 hits on the target unit, rather than the single hit for a normal Stomp. It is otherwise treated exactly like a normal Stomp.

All models (without war machines and chariots) with US(3+) get Stomp and models with US(5+) exchange normal Stomp to Thunderstomp.

*war beasts - all (50x25 base models) with single characteristic on it (without Jezzails).

Some armies employ hunting animals, such as hounds or wolves. Whilst not particularly inteligent, such creatures can be formidable foes in close combat, and cover ground at an incredible rate.

Some characters can ride war beasts, in which case the model uses the rules for cavalry.

Second Hand Weapon
change in Fighting with a weapon in each hand (p88), model get +1I and +1A instead of only +1A

Spear (foot)
exchange Fight in ranks (p89) to Fight in Extra Ranks(when do not move that turn and fighting front) and Killing Blow(cavalry only, when do not move that turn and fighting front, first round of combat)

Bows
get Volley Fire

Volley Fire
A unit with this special rule can choose to Volley Fire instead of making a normal shooting attack.

If it does so, half the models in the third and any subsequent ranks, rounding up, are allowed to shoot (in additional to the usual firing models in the front and second ranks). Models in rear ranks can use the line of sight and front arc of the first rank model directly to their front for the purposes of Volley Fire.

A unit cannot Volley Fire if it moved earlier in the turn, or as a Stand and Shoot reaction.

Fighting in extra ranks
If a unit has this special rule then supporting attacks can be made by an extra rank than normal on a turn in which the unit did not charge. Accordingly, a unit with this special rule can normally make supporting attacks with two ranks. Remember that supporting attacks cannot be made to the side or rear, but only to the front.

A horde with this rule will make supporting attacks with three ranks.

Fire in two ranks
In simple terms this allows units to fire in two ranks.

A forest blocks line of sight. An unit inside the forest sees normally though it. In other words, the forest does not block the line of sight of the units that are located within the woodland terrain and outside it. It means that units inside the forest are treated as if they are in the open field, and therefore are seen by the models that are outside the forest.